Gaming machine

ABSTRACT

A gaming machine includes an upper display panel of an electrical display able to change the contents of display. The panel display has a transparent acryl board as a protective cover, an LCD as an electrical display, and a cold-cathode tube as a backlight. The display contents include a pay table and characters.

CROSS REFERENCE TO THE RELATED APPLICATION

[0001] This application is based upon and claims the benefit of priorityfrom the prior Japanese Patent Application No. P2002-335010, filed onNov. 19, 2002; the entire contents of which are incorporated herein byreference.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to symbol combination gamingmachines such as slot machines and pachinko machines, having variablydisplaying means for variably displaying various kinds of symbols andthe function of controlling the variable display and awarding a payoffto a player according to the outcome.

[0004] 2. Description of the Related Art

[0005] The slot machine is a typical gaming machine of this type. Theslot machine has a plurality of rotary reels with a plurality of symbolsarranged on their peripheries, and is designed to pay out coins orprizes upon winning which occurs when symbols on the reels which stoprotating are in a predetermined combination such as the alignment of thesame symbols. It is a remarkable feature of the slot machine that it has“chance” factors, generally involving various sorts of chance to get aprize so that a player cannot fully control the outcome of a game by hisor her skill.

[0006] Various methods have conventionally been taken to provide the“chance” factors. The recent mainstream of the slot machine adopts acontrol scheme called a “pre-stage determination” using a microcomputer,in which a winning combination selection is made by software and stopcontrol of the reels is executed according to the selection. A slotmachine described in Japanese Examined Patent Publication No. 3-72313,for example, relates to a slot machine with stop buttons, a so-calledpachi-slo machine, having random number selecting means for selecting arandom number in response to a player's operation of a start lever and awinning combination selecting table in which winning combinations arecategorized into random number ranges of “large hit,” “medium hit” and“small hit,” according to the magnitudes of the symbols. When a randomnumber selected is included in a winning area of the winning combinationselecting table, the corresponding winning combination is determined asa winning combination, and the hit (winning) flag of the winningcombination is set. Winning flags include those of a winning combinationcalled a “small winning combination,” which indicate that a combinationof given symbols (such as “BELL” symbols or “CHERRY” symbols) along anactivated pay line causes the payout of some ten coins, and those of awinning combination called a “bonus winning combination,” which indicatethat an alignment of given symbols (such as “7” symbols or “BAR”symbols) causes a state where winning is more likely to occur than in anormal game state during a certain number of games and leads to thepayout of a large amount of some 100 to 400 coins.

[0007] A state in which a winning flag is set is generally called“internal winning,” in which the winning combination along a pay line isenabled but a win does not yet actually occur. To win, the operation of“observation push” in the timing (generally within four symbol segments)to stop rotating winning combination along a pay line is required. Ifthe control timing is bad, no winning occurs despite internal winning,that is, what is a commonly called “miss” occurs.

[0008] The miss generally results from failure in observation push andhas some patterns. In a first pattern, a target symbol is determined buta player cannot identify varying symbols and performs a stoppingoperation in a hit-or-miss manner and fails. In a second pattern, thereis a plurality of possible winning combinations internally selected fora game and a player cannot determine which symbol to target for stoppingand performs the stopping operation in a hit-or-miss manner and fails.

[0009] In the former, familiarization of observation push can increaseprecision to some degree. In the latter, a player even skilled inobservation push cannot expect an increased precision of observationpush because he or she needs to be aware of the internal winning statewhich cannot be seen.

[0010] If information about an internal winning combination is given, agame state like a bonus game in which a large amount of coins can be woncan be provided even in a normal game state. There is a gaming machineemploying such a gaming feature of the pachi-slo machine and having afunction which is popularly called “assist time (AT).” Whenpredetermined conditions are met, the gaming machine lets a player knowof an internal winning and also the kind of internal winning combinationto reduce misses and pays out a larger amount of coins than in a normalgame which gives no information. AT is a “normal game state” among “gamestates” to be described below. An actual payout of coins may be made ina scheme comparable to that of a bonus game.

[0011] There is also a function of “super time (ST)” for making large orsmall payouts of coins by providing or not providing support for leadingan “internal winning state” to a “win.” A plurality of “stop tables” isprepared for determining the number of symbol segments by which arotating reel for which a player presses the stopping button for stopcontrol is rotated before being actually stopped from the symbolposition at the stop control. Every time a winning combination isinternally selected, a stop table for use is determined by random numberselection. Winning does not occur unless a stopping operation isperformed in a stop order specified in the stop table even ifobservation push are made in good timing to stop the winning combinationalong an activated pay line. Information on the stop table selected maybe given or not given. Like the above-described “AT function,” the “STfunction” provides a payout of a large amount of coins as in a bonusgame.

[0012] If there are three stopping buttons for stopping a left reel,center reel and right reel, for example, there are six pressing orders“left, center, right,” “left, right, center,” “right, center, left,”“right, left, center,” “center, right, left,” and “center, left, right.”Winning does not occur unless pressing is performed in an operatingorder specified in a stop table determined by random number selection.

[0013] During actual play, a game is switched between a special gamestate in which winning occurrence probability is increased as comparedwith a normal game as described above, and a normal game state in whichthe special game state does not occur, according to gaming status. Ineither state, it is required for a player to stop and display apredetermined winning combination along a pay line in order to actuallywin a payout of coins. A typical gaming machine has a plurality ofwinning manners with different pay amounts. There are a “CHERRY” winningcombination and a “BELL” winning combination as small winningcombination, and a “big bonus” winning combination as a bonus winningcombination, for example.

[0014] Winning combinations are associated with their respective payamounts in a pay table displayed on a display panel to be seen by aplayer (see, e.g., Japanese Patent Laid-open Publication No. 6-261972).The display panel is comprised of a transparent acryl board and atranslucent cell sheet printed with winning combinations and pay amountssuperimposed on the acryl board. The graphics are illuminated by lightsuch as a fluorescent lamp from within the gaming machine. A typicalslot machine has a plurality of display panels as described above.Specifically, the slot machine is provided with a reel display panelhaving in its middle a display window through which a player can seereels provided within the gaming machine, an upper panel having asmaller area than the reel display panel provided above the reel displaypanel, and a lower panel usually printed with characters of thepachi-slo gaming machine and the name of the machine, provided below thereel display panel.

[0015] In a typical pachi-slo gaming machine, the same material is usedfor the cabinet and the front door in view of production efficienciesand costs. Display panels are printed with patterns according to thetheme of the machine, serving to differentiate the gaming machine fromother gaming machines.

[0016] Display panels are printed with different patterns for differentmachines. If products are left unsold, for example, display panels ofthe products cannot be used for other products, unlike the cabinet andthe front door, resulting in a bad inventory. The assembly of theproduct requires the step of mounting the display panel unit to thefront door, resulting in an increased number of production steps.

SUMMARY OF THE INVENTION

[0017] It is an object of the present invention to solve the problem ofbad inventory caused by production of different display panels fordifferent products, reduce the number of steps conventionally requiredfor assembling display panels, and provide gaming machines with goodcost performance.

[0018] A gaming machine according to a first aspect of the presentinvention comprises a variable display unit for variably displaying aplurality of symbols; a selector for selecting a winning combination;and an electrical display provided above the variable display unit.

[0019] In this invention, the electrical display constitutes an upperpanel display provided above the variable display unit, on which variouskinds of game information including pay tables, character images and aname logo are displayed. The electrical display may be a liquid crystaldisplay, CRT display, electroluminescent display, plasma display, or thelike.

[0020] The above configuration can solve the problems of bad inventoryand increased assembly steps caused by use of physical acryl boards andpictorial cell sheets for display panels, resulting in the provision ofgaming machines with good cost performance.

[0021] According to a second aspect of the present invention, the gamingmachine further comprises a translucent electrical display provided infront of the variable display unit.

[0022] The reel display panel generally has a central portion made froma transparent glass plate or acryl board to allow rotary reels providedinside the cabinet to be seen. In this invention, the translucentelectrical display is provided in front of the rotary reels to enhancethe displaying effects. On the translucent electrical display, variousimages are displayed with variations in game state.

[0023] The above configuration allows appropriate display of varioussymbols on the reel display panel on which fixed symbols haveconventionally been displayed, and provides a reel display panel withthe visibility of reel symbols by use of the translucent electricaldisplay for the electrical display.

[0024] According to a third aspect of the present invention, the gamingmachine further comprises a special game controller for generating aspecial game state which gives an advantage to a player based on apredetermined condition; in which, the translucent electrical displayexecutes a shielding control for making the variable display unitinvisible to the player during the special game state, based on aprescribed condition.

[0025] The translucent liquid crystal display enables effective displaycontrol in conjunction with reel movement control in a special gamestate which gives advantage to a player. When the special game is an STgame in which a player is given advantageous information about a stoporder, for example, translucent control is executed only for a reel tobe stopped and shielding control is executed for the other reels, whichis an exemplary possible displaying manner.

[0026] The above configuration allows a player to play an ST gamewithout turning the eyes from a video display on which a stop order isdisplayed to reels to perform a stopping operation in the ST game,reducing fatigue of the player. Instantaneous switching betweentransmitting and shielding can be done according to game states andshielded areas can be controlled by software, so that more detaileddisplay control becomes possible.

[0027] The above configuration can solve the problems of bad inventoryand increased assembly steps caused by use of physical acryl boards andpictorial cell sheets for display panels, resulting in the provision ofgaming machines with good cost performance.

BRIEF DESCRIPTION OF THE DRAWINGS

[0028]FIG. 1 is a perspective view of the outside of a pachi-slo machineaccording to an embodiment of the present invention;

[0029]FIG. 2 is a cross-sectional view of a front door;

[0030]FIG. 3 is a block diagram of a main control circuit;

[0031]FIG. 4 is a block diagram of a sub control circuit;

[0032]FIG. 5 is a block diagram of an image control circuit;

[0033]FIG. 6 is a view of display panels;

[0034]FIG. 7 is a diagram of pay lines;

[0035]FIG. 8 is a diagram of reels and back lamps;

[0036]FIG. 9 is a diagram of rows of symbols displayed on theperipheries of reels;

[0037]FIG. 10 shows winning combinations and pay amounts of winningcombinations;

[0038]FIG. 11 shows stop tables to be selected upon internal winning of“BELL” winning combination;

[0039]FIG. 12 shows a winning combination selecting table;

[0040]FIG. 13 is a diagram of command lists to be transmitted to the subcontrol circuit;

[0041]FIGS. 14A to 14C are enlarged views of a reel display panel;

[0042]FIG. 15 is an enlarged view of the reel display panel;

[0043]FIGS. 16A to 16C show display screens in an ST game;

[0044]FIGS. 17A to 17C show display screens in an ST game;

[0045]FIGS. 18A to 18C show informational display screens;

[0046]FIGS. 19A and 19B show informational display screens;

[0047]FIG. 20 is an informational display occurrence and display typedetermining table;

[0048]FIGS. 21A and 21B are BR occurrence and BR continuationdetermining tables;

[0049]FIGS. 22A and 22B illustrate a support menu;

[0050]FIG. 23 is a diagram of a payout scheme setting screen;

[0051]FIG. 24 is a diagram of a payout scheme setting screen;

[0052]FIG. 25 is a diagram of a payout scheme setting screen;

[0053]FIGS. 26A and 26B show pay tables;

[0054]FIG. 27 is a flowchart of a process at a main control circuit;

[0055]FIG. 28 is a flowchart of a process at the main control circuit;

[0056]FIG. 29 is a flowchart of a process at the main control circuit;

[0057]FIG. 30 is a flowchart of an initialization process;

[0058]FIG. 31 is a flowchart of interrupt process 1;

[0059]FIG. 32 is a flowchart of a main process at a sub control circuit;

[0060]FIG. 33 is a flowchart of a parameter changing process;

[0061]FIG. 34 is a flowchart of the parameter changing process;

[0062]FIG. 35 is a flowchart of a payout/probability changing process;

[0063]FIG. 36 is a flowchart of the payout/probability changing process;

[0064]FIG. 37 is a flowchart of an input process;

[0065]FIG. 38 is a flowchart of a starting display control process;

[0066]FIG. 39 is a flowchart of a BR occurrence determining process;

[0067]FIG. 40 is a flowchart of a BR execution process;

[0068]FIG. 41 is a flowchart of a display control process at the stop ofthe reels;

[0069]FIG. 42 is a flowchart of a display control process at the end ofa game;

[0070]FIG. 43 is a flowchart of an informational display occurrenceprocess; and

[0071]FIG. 44 is a flowchart of a parameter update process.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0072]FIG. 1 is a perspective view of the outside of a slot machine withstop buttons, a so-called pachi-slo machine as a gaming machineembodying the present invention. The pachi-slo machine 1 has a frontdoor 3 openably and closably attached to a box-shaped cabinet made fromplywood. An upper portion of the front door 3 is provided with a gamestate indicator lump 4 which flashes light in different indication modesupon the occurrence of a bonus game, error and the like, speakers 5L and5R which generate sound effects, error sounds and the like during agame, and an upper display panel 6 on which pay amounts of winningcombinations and a brief description of the game are displayed. A liquidcrystal display (LCD) is provided inside the upper display panel 6, onwhich a variety of data is displayed based on pay amount data of winningcombination and the like stored in a ROM. A reel display panel 7 havinga substantially vertical surface is provided in the middle of the frontdoor 3.

[0073] Left below the reel display panel 7, a 1-BET switch 8, a 2-BETswitch and a MAXBET switch are provided. When there is a credit ofcoins, a press of the 1-BET switch 8 causes one coin to be bet on agame. A press of the 2-BET switch 9 causes two coins to be bet on agame. A press of the MAXBET switch 10 causes three coins, a maximumnumber of coins to be bet on a game, to be bet on a game. The operationof these BET switches activates a predetermined pay line(s). A coin slot11 is provided below right of the reel display panel 7.

[0074] A credit/payout (C/P) switch 12 for switching between credit andpayout of coins won by a player in a game with push-button control isprovided at the left of a middle portion of the front door 3. With theswitching of the C/P switch 12, coins are paid out to a coin return 17provided in a lower portion of the front door 3. The paid-out coins areaccumulated in a coin tray 16. A start lever 13 is provided on the rightof the C/P switch 12, rotatably over a predetermined angle range. When aplayer operates the start lever 13, reels provided inside of the reeldisplay panel 7 start rotating.

[0075] A stop controller 14 for stopping the reels rotating is providedin a central portion of the front door 3, constituting a stopping means.The stop controller 14 is provided with a left stop button 15L, a centerstop button 15 c and a right stop button 15R. A player can determine anorder in which to press the stop buttons 15L, 15C and 15L at will. Astop control performed when all the reels are rotating is generallyreferred to as a “first stop control,” and a next stop control a “secondstop control,” and a final stop control a “third stop control.” In thisembodiment, the press of the left stop button 15L as the first stopcontrol is referred to as “regular-order stopping,” the press of thecenter stop button 15C as the first stop control “center-startstopping,” and the press of the right stop button 15R as the first stopcontrol “reverse-order stopping.”A gaming machine with three stopbuttons has total of six stop control orders. Pressing the left stopbutton 15L as the first stop control, the center stop button 15C as thesecond stop control and the right stop button 15R as the third stopcontrol is referred to as “left, center, right stopping.” Pressing thecenter stop button 15C as the first stop control, the left stop button15L as the second stop control and the right stop button 15R as thethird stop control is referred to as “center, left, right stopping.”Pressing the center stop button 15C as the first stop control, the rightstop button 15R as the second stop control and the left stop button 15Las the third stop control is referred to as “center, right, leftstopping.” Pressing the left stop button 15L as the first stop control,the right stop button 15R as the second stop control and the center stopbutton 15C as the third stop control is referred to as “left, right,center stopping.” Pressing the right stop button 15R as the first stopcontrol, the left stop button 15L as the second stop control and thecenter stop button 15C as the third stop control is referred to as“right, left, center stopping.” Pressing the right stop button 15R asthe first stop control, the center stop button 15C as the second stopcontrol and the left stop button 15L as the third stop control isreferred to as “right, center, left stopping.”

[0076] A lower display panel 18 on which the name of the pachi-slomachine 1, characters appearing in the game and the like are displayedis provided below the stop controller 14. An LCD is provided inside ofthe lower display panel 18, on which various images are displayed on thebasis of image data stored in a sub control circuit which will bedescribed below.

[0077]FIG. 2 is a cross-sectional view of the front door 3 of thepachi-slo machine 1. The front door 3 has three display panels, theupper display panel 6, reel display panel 7 and lower display panel 18from top to bottom, on which the name logo, characters and imagesaccording to game states are displayed. The reel display panel 7 has alamination of a touch panel 28 for detecting a coordinate position of aplayer's touch, a transparent acryl board 19 as a protective cover, apictorial sheet 20 of a transparent film on which various graphics areprinted, facing the inside of the transparent acryl board 19, a reel LCD21 of a transparent LCD such as an ITO, and an electronic shutter 22 ofa liquid crystal film or the like. Cold-cathode tubes 23 serving as aback light of the reel LCD 21 and a lighting system for illuminatingsymbols on reels 24L, 24C and 24R are provided at upper and lowerportions of the inside of the reel display panel 7. Graphics printed onthe pictorial sheet 20 are always visible to a player in any displaycontrol state of the pachi-slo machine 1. The reel LCD 21 constitutes adisplay area for image displays such as a big winning display andvarious informational displays. The electronic shutter 22 can switchbetween transmitting and shielding of predetermined areas, depending onits voltage applied state, that is, it allows switching between thevisible state and the invisible state of symbols on the reels 24L, 24Cand 24R through the reel display panel 7 so as to switch video displayon the reel LCD 21 between a normal display (in which only imagesdisplayed are visible with the reels 24 shielded by the electronicshutter 22) and a translucent display (in which reel symbols are visiblethrough images displayed).

[0078] The upper display panel 6 is provided above the reel displaypanel 7. The upper display panel 6 includes, on the inside of atransparent acryl board 19 as a protective cover, an upper LCD 26, acold-cathode tube 23 as a backlight source, and an optical waveguide 25for transmitting light from the cold-cathode tube 23 over the entire LCD26.

[0079] The lower display panel 18 is provided below the reel displaypanel 7. The lower display panel 18 includes, on the inside of atransparent acryl board 19 as a protective cover, a lower LCD 27, acold-cathode tube 23 as a backlight source, and an optical waveguide 25for transmitting light from the cold-cathode tube 23 over the entire LCD27.

[0080]FIG. 3 shows a block diagram of an exemplary circuit for theoperation of the pachi-slo machine 1 shown in FIG. 1. A game controlmeans of this embodiment largely consists of two control circuits. Amain control circuit 101 controls various peripherals electricallyconnected thereto, based on input signals from various detecting means.A sub control circuit 201 controls images displayed on various LCDs andsound effects produced by the speakers 5L and SR, based on gameinformation sent from the main control circuit 101 and inputs from thetouch panel 28 provided at the reel display panel 7.

[0081] The main control circuit 101 has a microcomputer 102 as the maincomponent disposed on a circuit board and also has a circuit for randomnumber selection. The microcomputer 102 includes a ROM 104 in which gameprograms and data are stored, a CPU 103 for performing controloperations according to the game programs in the ROM 104, and a RAM 105providing work area required for the control operations.

[0082] Connected to the CPU 103 are a clock pulse generator 106 forgenerating reference clock pulses, a divider 107, a random numbergenerator 108 for generating random numbers for selection, and a sampler109 for selecting a random number in response to a signal from the startlever 13 described below. The microcomputer 102 may alternativelyperform random number selection by software processing as a randomnumber selecting means. In that case, the random number generator 108and the sampler 109 can be eliminated.

[0083] The ROM 104 in the microcomputer 102 stores, in addition to thecontrol programs for controlling various operations of the pachi-slomachine 1, a winning combination selecting table for use in thedetermination of win or loss of a random number obtained by theoperation of the start lever 13 in a probability selection process to bedescribed below, a stop table for determining the stop positions of thereels 24L, 24C and 24R according to the operations of the stop buttons15L, 15C and 15R, various game information commands to be sent to thesub control circuit 201, and the like.

[0084] The various peripherals (actuators) are connected to the CPU 103via an input/output (I/O) port 110.

[0085] A motor drive circuit 111 drives stepping motors 112L, 112C and112R for rotating the reels 24L, 24C and 24R, respectively, according todrive signals from the CPU 103. The motor drive circuit 111 stops thestepping motors 112L, 112C and 112R in response to stop control signalsfrom the CPU 103.

[0086] A hopper drive circuit 113 drives a hopper 114 as a coin payoutdevice based on a payout command from the CPU 103.

[0087] A seven-segment drive circuit 122 drives various displays (bonusinformation display 33, credit display 34 and payout display 35) ofseven-segment LEDs.

[0088] A lamp drive circuit 116 controls the lighting of variousindicators in the form of lamps (REPLAY lamp 30, WAIT lamp 31, WIN lamp32 and START lamp 36).

[0089] There are other display means such as the reel LCD 21, electronicshutter 22 and reel backlights, which are controlled by the sub controlcircuit 201.

[0090] Main input signal generating means for generating input signalsnecessary for the microcomputer 102 to generate control signals to thedrive circuits includes the start lever 13, the 1-BET switch 8, the2-BET switch 9, the MAXBET switch 10, the C/P switch 12, an insertedcoin sensor 117, a reel stop signal circuit 118, a reel index detectorcircuit 115 and a payout detector circuit 119. These are also connectedto the CPU 103 via the I/O port 110.

[0091] The start lever 13 detects a start control by a player. Theinserted coin sensor 17 detects coins inserted through the coin slot 11and passed through a selector for screening irregular-shaped coins andthe like. The reel stop signal circuit 118 detects the presses of thestop buttons 15L, 15C and 15R and generates stop signals. The reel indexdetector circuit 115 receives signals from rotational reference positiondetection switches in the stepping motors 112L, 112C and 112R andsupplies symbol position reset signals to the CPU 103. The payoutdetector circuit 119 receives signals from a coin detector 120 in thehopper 114 and supplies payout amount signals to the CPU 103.

[0092] Now a description will be made of how the drive circuits arecontrolled during the sequence of a game. The random number generator108 has generated random numbers in a certain numeric range since thepower switch of the pachi-slo machine 1 was turned on. If the insertedcoin sensor 117 detects coin insertion by a player or there is a creditof coins, a bet operation with the 1-BET switch 8, 2-BET switch 9 orMAXBET switch 10 causes the reel LCD 21 to display an active line(s)according to the bet amount. As shown in the enlarged view of FIG. 7, abet of one coin causes the center line L1 to be an active pay line(hereinafter abbreviated as an active line), a bet of two coins causesthe top line L2A and the bottom line L2B in addition to the center lineL1 to be active lines, and a bet of three coins causes the center lineL1, top line L2A and bottom line L2B and also diagonal lines L3A and L3Bto be active lines.

[0093] Then, in the timing when the start lever 13 detects a game startby a player, the sampler 109 selects a random number. The selectedrandom number is checked against the winning combination selecting tablestored in the ROM 104. When the number corresponds to a winningcombination, the winning flag thereof is set. This software selectionprocess is referred to as a “probability selecting process,” and will bedescribed in detail below.

[0094] Drive pulses are supplied to the stepping motors 112L, 112C and112R through the motor drive circuit 111. The reels 24L, 24C and 24Rstart rotating. The CPU 103 monitors the drive pulses supplied andupdates “pulse counters” provided in the RAM 105. When the values of thepulse counters monitored reach a predetermined value, the CPU 103determines a one-symbol (one-segment) shift and adds 1 to the values of“symbol counters” provided in the RAM 105.

[0095] When the stepping motors 112L, 112C and 112R are adapted torotate 360 degrees by 400 pulses and twenty-one symbols are arranged ona reel periphery, for example, about 19 pulses cause a one symbolsegment shift. When the values of the pulse counters reach 19 pulses,the CPU 103 determines a one-symbol shift and adds 1 to the values ofthe “symbol counters.”

[0096] Every time the reference points of symbols on the reels 24L, 24Cand 24R pass the center line L1 shown in FIG. 7, index detection signalsare generated and reset pulses are transmitted to the CPU 103 via thereel index detector circuit 115. The CPU 103 detects the input of thereset pulses and clears the values of the symbol counters in the RAM 105to ensure consistency between symbol positions calculated by softwareand actually displayed symbol positions.

[0097] When the reels 24L, 24C and 24R are at constant-speed rotationafter a lapse of a given time since the start of rotation, the stopbuttons 15L, 15C and 15R can be operated. When a player performs stopcontrols, reel stop signals are supplied to the CPU 103 via the reelstop signal circuit 118. After software processing such as the selectionof stop positions, stop pulses are supplied to the stepping motors 112L,112C and 112R via the motor drive circuit 111 to stop the reels 24L, 24Cand 24R.

[0098] In the stop control of the reels 24L, 24C and 24R, the CPU 103,upon receiving stop signals from the reel stop signal circuit 118,stores in a predetermined area of the RAM 105 the code numbers ofsymbols along the center line L1 as stop control positions, and accessesthe stop table in which stop control positions are associated withsymbols to be stopped and displayed along the center line L1. The CPU103 stores symbol stop positions corresponding to the stop controlpositions in a predetermined area of the RAM 105, calculates how manypulses (how many segments) to be supplied to stop and display the targetsymbols, supplies the calculated number of pulses, and then performsstop control.

[0099] When all the reels 24L, 24C and 24R are stopped, a winning searchis performed. In the winning search, first, a symbol table stored in theROM 104 and the symbol stop positions stored in the RAM 105 are checkedto discover the stopped manner of the game. The symbol table correspondsto symbol rows printed on the peripheries of the reels 24L, 24C and 24R,and associates code numbers indicating the sequences of symbols from thereference positions with symbol codes corresponding to the code numbers,serving as software reel strips. Then, the presence or absence ofwinning on the active lines L1, L2A, L2B, L3A and/or L3B is determinedby checking the stopped manner and a winning combination table stored inthe ROM 104. The winning combination table associates winningcombinations with the numbers of coins to be paid out upon winning. Thewining combination table is switched when active winning combinations orpay amounts are changed for different game states, for example.

[0100] When determining “winning” in the winning search, the CPU 103supplies a payout signal to the hopper drive circuit 113 to pay out apredetermined number of coins from the hopper 114. At that time, thecoin detector 120 counts the number of coins paid out from the hopper114 and stops the drive signal to the hopper drive circuit 113 to stopthe coin payout when the counted number reaches the predeterminednumber.

[0101] The block diagram of FIG. 4 illustrates the arrangement of thesub control circuit 201. The sub control circuit 201 controlsperipheries such as the LCDs and the speakers 5L and SR for providingeffects based on game information from the main control circuit 101 andinput signals from the touch panel 28. The function of the sub controlcircuit 201 can be realized by the main control circuit 101, in thiscase, it is not necessary for the sub control circuit 201 to beprovided.

[0102] The sub control circuit 201 has a sub microcomputer 202 as themain component and includes an upper display panel image control circuit250, a reel display panel image control circuit 251 and a lower displaypanel image control circuit 252 for driving the LCDs, a sound generatorIC 230 for controlling the sounding of the speakers 5L and 5R, a poweramp 231 as an amplifier, a reel back lamp control circuit 240, and anelectronic shutter control circuit 270 for controlling the shielding ofthe reel display panel 7. These control circuits are arranged on acircuit board separate from that of the main control circuit 101.

[0103] The sub microcomputer 202 includes a sub CPU 203, a sub ROM 204as a storage means, and a sub RAM 205. The sub control circuit 201 inFIG. 5 includes, like the main control circuit 101, a clock pulsegenerator, a divider, a random number generator and a sampler which arenot shown. The sub ROM 204 stores a sequence program for communicationswith the main control circuit 101, a display/sound effect selectingtable for selection from among various effects on the basis of gameinformation received, a sound sequence program, and the like. The subRAM 205 is used as work area for executing these control programs.

[0104] The sub CPU 203 determines which type of effect is to be providedby the various display/sound effect control circuits based on commandstransmitted from the main control circuit 101, and transmits thedetermination to the control circuits.

[0105] The reel back lamp control circuit 240 is used for controllingimage display such as winning displays and winning flag information.

[0106] The electronic shutter control circuit 270 controls thetransmitting/shielding control of the electronic shutter 22 disposedbetween the reel LCD 21 and the reels 24L, 24C and 24R, based on whethera voltage is applied or not. Specified display areas are shielded basedon a determination by the sub microcomputer 202 to shield the areas onthe inside of the reel LCD 21 from the view of the player. During an STgame, a special game in which information on an appropriate stop orderis given according to a selected stop table, for example, only a reel tobe stopped first is made visible upon the operation of the start lever13 and the other reels are shielded so as to let the player know whichreel to stop first.

[0107] Image control circuits include a plurality of control circuitsfor controlling the LCDs 21, 26 and 27 provided at the display panels 6,7 and 18, that is, the upper display panel image control circuit 250,the reel display panel image control circuit 251 and the lower displaypanel image control circuit 252. FIG. 5 illustrates a block diagram ofthe reel display panel image control circuit 251 as an exemplary blockdiagram of the image control circuits. The reel display panel imagecontrol circuit 251 controls images displayed on the reel LCD 21,including an image control CPU 253, an image control ROM 254, an imagecontrol RAM 255, an image ROM 257, a video RAM 258 and an image controlIC 256. The image control CPU 253 receives parameters determined by thesub microcomputer 202 via an image control circuit IN port 259, anddetermines display contents on the reel LCD 21 under an image controlsequence program stored in the image control ROM 254. The image controlROM 254 stores a sequence program for receiving image display commandstransmitted from the sub microcomputer 202, an image control sequenceprogram for controlling the image control IC 256 and the like. The imagecontrol RAM 255 is used as work area for executing the image controlprogram.

[0108] The image control IC 256 creates an image according to thedisplay contents determined at the image control CPU 253, using graphicdata stored in the image ROM 257, temporarily stores the image in thevideo RAM 258, and outputs the image to the reel LCD 21 via the imagecontrol circuit OUT port 260 in appropriate timing for display.

[0109]FIG. 6 is the front view of the pachi-slo machine 1, illustratingespecially the upper display panel 6, reel display panel 7 and lowerdisplay panel 18. In this embodiment, every display panel is providedwith an LCD as an electrical display for displaying various imagesaccording to game states. In the reel display panel 7, symbols on thereels 24L, 24C and 24R are visible through the reel LCD 21 and theelectronic shutter 22. When the reel LCD 21 and the electronic shutter22 are controlled to be transparent, reel symbols are visible to aplayer. When an image is displayed on the reel LCD 21 or the electronicshutter 22 is controlled to be opaque (to be a mask), reel symbols areinvisible.

[0110] The lower display panel 18 has the lower LCD 27 on which the nameof the machine and images according to the theme of the gaming machineare mainly displayed. In the figure, the name of the machine “DON-NAVI”is displayed. These images are displayed on the basis of image datastored in an image ROM of the lower display panel image control circuit252 in the sub control circuit 201. Replacement of the sub controlcircuit 201 or the lower display panel image control circuit 252 fordifferent models can eliminate the need to produce different lowerdisplay panels for different models and the need to attach differentlower display panels in the production process, facilitating theproduction of various models.

[0111] The upper display panel 6 has the upper LCD 26 for mainlydisplaying a pay table. In this embodiment, pay amount is changeable bya certain input operation, and the contents of the pay table aredisplayed according to changed parameters. The details will be describedbelow.

[0112]FIG. 8 is an enlarged view of the reels 24L, 24C and 24R. Reelstrips 40L, 40C and 40R of the reels 24L, 24C and 24R are made oftranslucent film material, having on their surfaces different symbolssuch as “CHERRY” symbols and “7” symbols printed in light-transmittingcolored inks. Remaining areas are masked with a light blocking ink. Lamphousings 41L, 41C and 41R are provided behind the reel strips 40L, 40Cand 40R to prevent light emitted from lamps from affecting other symbolareas. Reel back lamps 42L, 42C and 42R are included in the lamphousings 41L, 41C and 41R, respectively. The reel back lamp controlcircuit 240 controls the flashing of the reel back lamps 42L, 42C and42R based on parameters determined at the sub microcomputer 202. Forexample, the reel back lamps 42L, 42C and 42R behind symbols on a payline are caused to flash at the payout of coins, or different flashingmodes are prepared for different internal winning combinations todisplay the setting of the respective winning flags, and thereby to leta player know which winning combination to stop.

[0113]FIG. 9 illustrates the reel strips 40L, 40C and 40R developed in aplan view. Each reel has twenty-one symbols. The symbols are givensymbol numbers 1 to 21 which are stored in the ROM 104 in a symboltable. The symbols in symbol rows 40L′, 40C′ and 40R′ are sequentiallydisplayed in the order of the symbol numbers (from bottom to top) withthe rotation of the reels 24L, 24C and 24R.

[0114]FIG. 10 is a diagram of a pay table showing pay amounts inassociation with winning combinations in different game states.

[0115] Internal winning, prize winning and game states will now bedescribed. Internal winning is a state in which a random number selectedis checked against the winning combination selecting table in theabove-described probability selecting process and determined as a win,and the winning flag of the corresponding winning combination is set.

[0116] All winning combinations generally have their respective winningflags. The winning flags are roughly classified into two categories bytheir characteristics. Those of one category is of winning combinationsof relatively small pay amounts called small winning combinations, whichare not transferred to the next game. Those of the other category is ofwinning combinations called big bonus (BB) and regular bonus (RB) whichincrease probabilities of internal selection of winning combinations,each of which is not only effective in a game with the winning flag onbut also transferred until winning occurs to provide payout of a largeamount of coins.

[0117] Small winning combinations include a “CHERRY” winning combinationwhich gives a prize when stopped on the left reel 24L active line, a“BELL” winning combination and a “WATERMELON” winning combination whichgive a prize when three BELL or WATERMELON symbols are stopped along anactive line, for example. Bonus winning combinations include a regularbonus and a big bonus. A regular bonus (RB) occurs by the combination of“BAR-BAR-BAR” along an active pay line, for example, and provides afirst payout of fifteen coins at the winning. The RB is effective untiltwelve one-bet bonus games (called JAC games) are played or eight winsoccur. A big bonus (BB) occurs by the combination of “RED 7-RED 7-RED 7”along an active line, for example, and provides a first payout offifteen coins upon winning. During a BB round, a maximum of thirty gamescalled normal games in which the winning probabilities of small winningcombinations and RB are increased can be played. During this period, amaximum of three RB games can be played. RB winning occurs in a normalgame by the combination of “BAR-BAR-BAR,” for example. RB winning in anormal game during a BB round occurs with the combination of“REPLAY-REPLAY-REPLAY.” The winning combination of the REPLAY symbolscauses an automatic insertion of the same number of coins as the coinshaving inserted, so that the next game can be played without theinsertion of coins. A single bonus (SB) occurs by the combination of“SWORD 7-SWORD 7-SWORD 7” along an active line, for example, andprovides a first payout of fifteen coins at the winning. Then a JAC gamecan be played once. The SB is named with the word “bonus,” but permitsno transferring of the winning flag. The winning flag is effective onlyin a game such as small winning combination.

[0118] Now game states will be described. Game states are generallyclassified into three states according to whether winning flags of bonuswinning combinations are on and off. The three states are: a normal gamestate in which no bonus winning combinations have yet internallyselected; a bonus internal winning state in which bonus internal winningoccurs in the probability selecting process but the bonus winningcombinations are not yet formed along an active line; and a bonus gamestate in which a bonus winning combination is formed along an activeline during bonus internal winning and a bonus game is played.

[0119] The bonus internal winning state is further divided into a BBinternal winning state and an RB internal winning state, according tothe kinds of bonuses. The bonus game state is also divided into a BBgame state and an RB game state.

[0120] In addition to the bonus game states, there are game states whichgive advantage to a player to get a large amount of coins.

[0121] For example, a special state called a “C-Type” is known, in whichtwo SB winning probability tables in a normal game, that is, a highprobability table (e.g., an SB internal winning probability of 1/2) anda low probability table (e.g., an SB internal winning probability of1/20), are prepared. When using the low probability table, whether toswitch to the high probability table is determined by a selection(generally called a “launch selection”). Conversely, when using the highprobability table, whether to switch to the low probability table isdetermined by a selection (generally called a “punk selection”). Thenumber of coins is gradually increased in use of the high probabilitytable.

[0122] Also, a special state called an “assist time (AT) function” isknown. When several winning combinations which cannot occur at the sametime are provided (e.g., the winning combinations of “BELL-BELL-RED 7,”“BELL-BELL-BLUE 7” and “BELL-BELL-WHITE 7” with the symbols “RED 7,”“BLUE 7” and “WHITE 7” on the right reel spaced from one another withfour or more symbol segments therebetween), a player does not know which“7” to stop because they are not given information on the kind of theinternal winning combination in a normal state, and theoretically has a1/3 chance of winning after internal winning. In a state called an ATperiod in which information on the internal winning type is given, aplayer can know which “7” symbol to stop, so that precise observationpush theoretically provides a 100% chance of winning after internalwinning and the number of coins is gradually increased.

[0123] There is also a special state called a “super time (ST) function”in which, even if a winning combination is internally selected andprecise observation push are done, a stop control for preventingformation of a winning combination is performed unless the winningcombination is formed by stopping in a predetermined order. For example,when six kinds of stop order tables “No. 1” to “No. 6” are prepared forwinning combination “BELL” as shown in FIG. 11 and “BELL” is internallyselected in the probability selecting process, one of the stop tables isselected for use by a random number selection or the like. If the stoptable of table “No. 3” is selected in a game, the first press of thecenter stop button 15 c, the second press of the left stop button 15Land the third press of the right stop button 15R lead to a win. Theother five stop orders cause stop control to prevent an alignment ofBELL symbols on an active line even when “BELL” is internally selected.

[0124] Information on a stop order is not given in a normal state, sothat a player only has a 1/6 chance of winning in theory after internalwinning. In a state called an ST period in which information on aselected stop table is given, in other words, information on anappropriate stop order is given, a player theoretically has a 100%chance of winning after internal winning, and coins are graduallyincreased. In this embodiment, the pay amount of the same winningcombination differs depending on the game state. For example, theWATERMELON winning combination provides a payout of three coins in anormal game state and in a bonus internal winning state, but provides apayout of fifteen coins in a normal game in a BB round. The combination“REPLAY-REPLAY-REPLAY” is a REPLAY winning combination in a normal gamestate and in a bonus internal winning state. The combination, however,becomes an RB winning combination in a normal game in a BB round, andbecomes a symbol winning combination with a payout of fifteen coins in aJAC game.

[0125] In this embodiment, the above described “ST” is adopted as anadvantageous state for a player, in addition to bonus winningcombinations. When a predetermined condition is met in a normal game, anST game is operated. More specifically, upon the internal winning of theSB winning combination or the BELL winning combination, stop orderinformation necessary for the formation of the winning combination isgiven to a player. Under the internal winning of the SB winningcombination or the BELL winning combination during the period of thisspecial state, the player performs stopping operation in the given orderwithout fail and wins a prize. In this embodiment, a certain inputoperation can change the pay amounts of the winning combinations in thebasic pay table shown in FIG. 10.

[0126]FIG. 12 shows the winning combination selecting table for use inthe above-described probability selecting process. A random number isselected from among the range of “0 to 16383.” When the selected randomnumber is in a winning range associated with a winning combination, thewinning combination is internally selected. For example, when a randomnumber selected in a game is “10000,” the number is in the winning rangeof “2299” to “11024” of the BELL winning combination and the BELLwinning combination is internally selected. When a random numberselected in a game is “15000,” the number is in the losing range of“13669 to 16383,” and no winning combination is internally selected andthe game is lost.

[0127]FIG. 13 illustrates tables of game information commands from themain control circuit 101. In this embodiment, the main control circuit 1for controlling winning determination, coin payout and the like isformed on a separate board from that of the sub control circuit 201 forcontrolling the reel LCD 21 and the speakers 5L and SR. Controls at thesub control circuit 201 require game information on the winningcombination internal winning state and the stopped states of the reels24L, 24C and 24R which is processed at the main control circuit 101. Thetwo circuit boards are connected by a strait cable for sequentialtransmission of required information. Commands transmitted include a“start command” transmitted at the operation of the start lever 13 by aplayer, a “reel stop command” transmitted at a press of the stop button15L, 15C or 15R for stopping the rotating reel 24L, 24C or 24R, a“1-game end command” transmitted at the completion of a game, a“parameter change request command” instructing parameter changes forchanging pay amounts and internal winning probabilities at power-on ofthe pachi-slo machine 1, a “key switch off command” transmitted when akey switch is turned off, and an “initialization command” forinstructing the LCDs to display initial screens.

[0128]FIGS. 14A to 14C illustrate several members constituting the reeldisplay panel 7. FIG. 14A is a front view of the reel display panel 7.The reel display panel 7 is a transparent acryl board to which the touchpanel 28 is laminated, serving as a protector against physical impactfrom the outside. FIG. 14B is a front view of the pictorial sheet 20.The pictorial sheet 20 is a transparent film material on which a pictureis printed in translucent inks. In this embodiment, a picture of a treeis printed at the left of the sheet 20. FIG. 14C is a front view of theelectronic shutter 22. The electronic shutter 22 is made of a liquidcrystal film and switches between transparent and opaque states,depending on a voltage applied state. Lamps at the right of theelectronic shutter 22 and display areas of seven-segment displays arekept transparent regardless of the application and non-application ofvoltage, and are always visible to a player.

[0129]FIG. 15 is an enlarged view of the reel display panel 7 with theelectronic shutter 22 in a shielding state (under no voltageapplication) in its entire area. This display is shown when thepachi-slo machine 1 is powered off, for example. The reels 24R, 24C and24L are hidden behind the electronic shutter 22 and are invisible to aplayer. The pictorial sheet 20, which is provided in front of theelectronic shutter 22 (on the side of a player) under no influence ofthe controlled state of the electronic shutter 22, is visible to aplayer. The lamp indicators and the seven-segment displays at the rightof the reel display panel 7, which are disposed inward of the electronicshutter 22 in the cabinet, are visible to a player because thecorresponding display areas of the electronic shutter 22 are alwaystransparent.

[0130]FIGS. 16A to 16C illustrate display screens in an ST game as aspecial game state. FIG. 16A illustrates a screen on the reel displaypanel 7 displayed before a first stop control when “BELL” is internallyselected in a game and the stop table No. 5 in FIG. 11 is selected, asan example of the image control in an ST game. In this embodiment, inthe display control in an ST game, the electronic shutter 22 is madetransparent only in its display area of a reel corresponding to a stopbutton to be pressed and is made to shield the other display areas toinstruct an appropriate stopping operation. In the stop table No. 5, theright stop button 15R is a button to be pressed first, so that thedisplay areas except the area of the right reel 24R are shielded to makeonly the right reel 24R rotating visible to a player to instruct theplayer to press the right stop button 15R. The transparent controlherein means the control of the electronic shutter 22 so that reelsymbols behind becomes visible. As long as reel symbols are visible to aplayer, the electronic shutter 22 may be translucent or colored insteadof being completely transparent. Similarly, the shielding state mayinclude a translucent state to a degree that reel symbols behind areinvisible, in addition to a state in which light is completely blockedoff.

[0131]FIG. 16B illustrates a screen on the reel display panel 7 when theplayer presses the right stop button 15R in the state of FIG. 16A. Thefirst press of the right stop button 15R is the correct stoppingoperation, so that only the BELL symbol as the internal winningcombination is made visible in the display area of the right reel 24Rwhich has been visible in its entirety during rotation in FIG. 16A, andthe other display areas are shielded, thereby to let the player knowthat it was the correct stopping operation. The display area of the leftreel 24L which has been shielded in FIG. 16A is made transparent to makethe left reel 24L in rotation visible so as to instruct the player tostop the left reel 24L.

[0132]FIG. 16C illustrates a screen on the reel display panel 7 when theplayer presses the left stop button 24L in the state of FIG. 16A. Thesecond press of the left stop button 24L is the correct stoppingoperation, so that only the BELL symbol as the internal winningcombination is made visible in the display area of the left reel 24Lwhich has been visible in its entirety during rotation in FIG. 16B andthe other display areas are shielded so as to let the player know thatit was the right stopping operation. The display area of the center reel24C which has been shielded in FIG. 16B is made transparent so that thecenter reel 24C in rotation is visible, thereby to instruct the playerto stop the center reel 24C.

[0133]FIG. 17A illustrates a screen on the reel display panel 7 when allstopping operations are correctly done in an ST game and a win occurs.In FIG. 17A, the electronic shutter 22 is made transparent only atportions of the BELL symbols as the winning combination to make the BELLsymbols on the reels 24L, 24C and 24R visible, and in alphabet “GET” isdisplayed on the reel LCD 21 to let the player know of the winning of aBELL prize.

[0134]FIG. 17B illustrates a screen on the reel display panel 7 whenstopping operation is incorrectly done in an ST game and the game islost. In FIG. 16B, for example, a screen is shown when, instead of theleft stop button 15L being pressed, the center stop button 15C iswrongly pressed. A large mark “X” is displayed in the center of thedisplay to let the player know that it was a wrong stopping operation.

[0135] The screens provided in FIGS. 17A and 17B are displayed for acertain period of time. Thereafter, as shown in FIG. 17C, all theshielded areas are made transparent to terminate the display control inthe game.

[0136]FIGS. 18A to 18C illustrate informational display screensgenerated with a predetermined probability after all the reels 24L, 24Cand 24R are stopped. In a specific display sequence, first, the reels24L, 24C and 24R in rotation are displayed through the display panel 7(FIG. 18A). A player then stops all the reels 24L, 24C and 24R bystopping operations (FIG. 18B). After the stopping of all the reels 24L,24C and 24R, the electronic shutter 22 is made in a shielding state. Thereels 24L, 24C and 24R which have been displayed are hidden behind theelectronic shutter 22 as shown in FIG. 18C.

[0137] Then, an informational display based on an internal winningcombination in the game is provided. In this embodiment, theinformational display shows the degree of reliability in the setting ofa bonus winning combination with different degrees of agreement betweenthe displayed positions of the BELL symbols displayed on the reel LCD 21and the stopped positions of the BELL symbols on the reels 24L, 24C and24R stopped and displayed. FIG. 21A illustrates an informational displayoccurrence table. The informational display occurrence table is referredto when “BB,” “RB,” “WATERMELON” or “SB” is internally selected in theprobability selecting process and a determination of whether or not toprovide an informational display is made. For example, when “WATERMELON”is internally selected in the game and a random number for displayselection is 15, an informational display occurs. When the internalwining symbol is “SB” and a random number for display selection is 15,an informational display does not occur.

[0138]FIG. 21B illustrates a display type selection table. The displaytype selection table is referred to to determine the contents ofinformational display whose occurrence is determined with theinformational display occurrence table. The display contents areclassified based on the degree of agreement between BELL symbol stoppedpositions on the reels 24L, 24C and 24R and BELL symbol stoppedpositions on the reel LCD 21. The higher the degree of agreement is,higher the probability of internal winning of a bonus winningcombination. For example, “ALL” in the column of the number of BELLimages in the figure indicates a complete agreement between thosedisplayed positions. “Appearance—2” indicates a disagreement at amaximum of two positions between those displayed positions. When theinternal winning combination is “SB” and a random number for displayselection is 118 in the game, for example, display of “Appearance—4” isselected. If there are only two BELL symbols stopped and displayed onthe reels 24L, 24C and 24R, a display manner in which all displayedpositions are in disagreement is selected. If five BELL symbols aredisplayed, four displayed positions are shown to be in disagreement andone displayed position is shown to be in agreement.

[0139]FIGS. 19A and 19B illustrate a specific example of aninformational display manner. FIG. 19A shows a screen displayed when thereels 24L, 24C and 24R are stopped in a manner shown in FIG. 18B and oneof “Appearance—2,” “Appearance—3,” “Appearance—4,” and “Appearance—5” inthe display type selecting table in FIG. 21B is selected. In the reelstopped manner in FIG. 18B, BELL symbols are displayed on the centerreel 24C center line and on the right reel 24R top line. On the reel LCD21, however, BELL symbols are displayed on the center reel 24C bottomline and on the right reel 24R center line. The player can see that theinformational display has low reliability with the disagreement in thedisplayed positions.

[0140]FIG. 19B shows a screen displayed when the reels 24L, 24C and 24Rare stopped in a manner shown in FIG. 18B and “Appearance—1” in thedisplay type selecting table in FIG. 21B is selected. BELL symbols aredisplayed on the center reel 24C center line and on the right reel 24Rtop line. On the reel LCD 21, BELL symbols are displayed on the centerreel 24C center line and on the right reel 24R center line. There is adisagreement in the displayed position on the right reel 24R, but thereis an agreement in the displayed position on the center reel 24C. Theplayer can see that the informational display has high reliability.

[0141]FIG. 20 illustrates a table for determining BR occurrence and thenumber of BR continuations. In this embodiment, whether or not togenerate a BR and the number of BR continuations are determined by aselection with a certain probability when a given winning combination isinternally selected. In the table, a BR occurs at the rate of 16/128when “WATERMELON” is internally selected, and at 11/128 when “TWOCHERRIES” are internally selected, and at 25/128 when no winningcombination is selected.

[0142]FIG. 22 illustrates a support menu for a hall assistant to changeor select a payout scheme of the pachi-slo machine 1. A support menuscreen is displayed when the pachi-slo machine 1 is powered on with akey switch (not shown) provided in a power box in the pachi-slo machine1 tuned on. The support menu includes three modes. In mode 1, payamounts and internal winning probabilities of winning combinations arechanged, in which a desired scheme is selected in a payout schemesetting screen to be described below. In mode 2, pay amounts andprobabilities of occurrence of ST games of winning combinations arechanged. In mode 3, six-stage setting is performed. Each mode isselected by touching its displayed area. At the completion of setting,“END” is selected to return to a normal game state.

[0143]FIG. 22B illustrates a password input screen which is displayedwhen mode 1 is selected. In mode 1, internal winning probabilities andpay amounts of winning combinations are changed to change the payoutscheme of the pachi-slo machine 1. Variation of the payout schemedirectly influences the business results of a pachinko hall. Forincreased security, an input of a password is required to proceed to thesetting screen. The password specified is input with an alphabet inputmeans of the touch panel 28 displayed in a lower central portion of thescreen. After the input of the password, an “END” command in thealphabet input means is entered for verification of the password. Whenthe input is correct, the setting screen is displayed. To end the inputoperation, “RETURN” is selected to return to the support menu screen.

[0144] FIGS. 23 to 25 illustrate payout scheme setting screens. In thisembodiment, several payout scheme setting screens are prepared,including different pay amounts and internal winning probabilities ofwinning combinations. FIG. 23 illustrates a payout scheme setting screenA which is displayed after the input of a password on the password inputscreen. In the setting screen A, a standard payout scheme can beselected. In association with winning combinations listed in the leftcolumn of the screen, pay amounts and internal winning probabilitiesboth in a normal game state and a normal game state during a BB roundare specified. For example, “WATERMELON” in a normal game state has theinternal winning probability of 141/16384 and the payout of three coinsat winning. A screen switching icon is displayed in an upper centralportion of the screen. Touching the icon switches the display to thenext screen. If it is the screen to be used, a “DECISION” icon locatedin a left lower portion of the screen is touched for decision, and thedisplay is returned to the support menu screen in FIG. 22A.

[0145]FIG. 24 illustrates a payout scheme setting screen B. In thesetting screen B, pay amounts and internal winning probabilities ofsmall winning combinations in a normal game state are increased (theinternal winning probability of “WATERMELON” in a normal game state isto 356/16384, and the pay amount is to 15, and the internal winningprobability of “BELL” is to 7688/16384, and the pay amount is to 6), toenable a longer normal game play. On the other hand, the internalwinning probability of BB is 38/16384 to reduce the total odds to acertain value.

[0146]FIG. 25 illustrates a payout scheme setting screen C. In thesetting screen C, the internal winning probability of “BELL” in a normalgame is increased to lengthen game play. On the other hand, the numberof available RB games in a BB round is reduced from 3 to 2 to reduce thetotal odds to a certain value.

[0147] As described above, the selection of one of the several preparedpayout scheme setting screens allows the change of the gamecharacteristics. It may be possible to make data values in the payoutscheme setting screens changeable for fine adjustments of the gamecharacteristics.

[0148]FIGS. 26A and 26B illustrate pay tables to be displayed on theupper display panel 6. In this embodiment, as described above, the payamounts and internal winning probabilities of winning combination arechangeable. Display of the pay tables is controlled based on parametersdetermined. FIG. 26A illustrates a pay table to be displayed when thecontents of the payout scheme setting screen A shown in FIG. 23 areselected.

[0149]FIG. 26B illustrates a pay table to be displayed when the contentsof the payout scheme setting screen B shown in FIG. 24 are selected. Incomparison with the pay table shown in FIG. 26A, the pay amount of“WATERMELON” in a normal game is changed from “3” to “15” and the payamount of “CHERRY” is from “1” to “2.”

[0150] Now the control operation of the main control circuit 101 and theCPU 103 will be described with reference to main processing shown inFIGS. 27 to 29.

[0151] First, in advance of a game start, the CPU 103 executesinitialization (step [hereinafter abbreviated as S] 501). In theinitialization, the above-described support menu screen is opened forchanging pay amounts and internal winning probabilities beforeactivating the pachi-slo machine 1. The details will be described below.

[0152] Then, the CPU 103 determines whether an automatic coin insertionrequest is made, that is, whether a replay is won in the previous gameor not (S502). When the answer is “YES,” the number of coins accordingto the insertion request are automatically inserted (S503), and theprocess proceeds to S505. When the answer is “NO” in S502, it isdetermined whether new insertion of coins is made, that is, whetherthere is an input from the inserted coin sensor 117 caused by a player'sinsertion of coins into the coin slot 11, or whether there is an inputcaused by the operation of one of the BET switches 8, 9 and 10 or not(S504). When the answer is “YES,” the process proceeds to S505. When theanswer is “NO,” monitoring of an input signal is continued until a BEToperation is performed.

[0153] Then, the CPU 103 determines whether there is an input caused bythe operation of the start lever 13 or not (S505). When the answer is“YES,” the process proceeds to S506. When the answer is “NO,” monitoringof an input signal is continued until the start lever 13 is operated.

[0154] Then, the probability selecting process is performed (S506). Inthe probability selecting process, first a random number for selectionis selected from among the range of “0 to 16383” by use of the randomnumber generator 108 and the sampler 109. Then, using the winningcombination selecting table (see FIG. 12) in which winning random numberranges (winning ranges) are determined according to game states and thenumber of inserted medals, it is determined which winning range theselected random number is in and the corresponding internal winningcombination (winning flag) is determined.

[0155] Then, a WIN lamp lighting process is executed (S507). In the WINlamp lighting process, it is determined whether or not to light the WINlamp 32 which is adapted to be lighted with a certain probability when abonus winning combination is internally selected.

[0156] Then, game information at the start of a game is transmitted fromthe main control circuit 101 to the sub control circuit 201 (S508).Commands transmitted include, as shown in “start commands” of gameinformation commands in FIG. 13, a winning flag determined in theprobability selecting process, a game state at that time and a stoptable number determined according to the winning flag.

[0157] Then, it is determined whether or not a 1-game watchdog timerwhich has been set in the previous game counts to a specified time,e.g., 4.1 sec. (S509). When the answer is “YES,” a 1-game watchdog timerfor the next game is set (S511). When the answer is “NO,” after waitinga lapse of the rest of the specified time (S510), a 1-game watchdogtimer for the next game is set (S511).

[0158] Then, the CPU 103 controls the motor drive circuit 111 to rotatethe reels 24L, 24C and 24R (reel rotating process) (S512). In the reelrotating process, the reels 24L, 24C and 24R are accelerated fromstopped states to a certain speed at which a constant-speed rotatingprocess is executed. Under the constant-speed rotation, the stop buttons15L, 15C and 15R are activated to be able to stop the reels 24L, 24C and24R.

[0159] Then, the CPU 103 determines whether one of the stop buttons 15L,15C and 15R is pressed (turned on) or not, that is, the presence orabsence of a stop signal transmitted from the reel stop signal circuit118 when one of the stop buttons 15L, 15C and 15R is pressed by a player(S513). When the answer is “YES,” the process proceeds to S515. When theanswer is “NO,” the process returns to S514. In S514, it is determinedwhether the value of an automatic stop timer is “0” or not. Automaticstop means a process of automatically stopping the reels 24L, 24C and24R rotating without the operation of the stop buttons 15L, 15C and 15Rafter a lapse of a certain period of time (e.g., 40 sec.) since a reelrotation start. When the answer is “YES,” that is, when the automaticstop timer is “0,” the process proceeds to S515 to automatically stopthe reels 24L, 24C and 24R. When the answer is “NO,” the processproceeds to S513 to continuously monitor reception of a stoppingoperation.

[0160] In S515, the CPU 103 executes a “segmental shift determinationprocess.” In the “segmental shift determination process,” the number ofsymbol segments by which a reel corresponding to a pressed stop buttonis rotated before stopping is determined. The expression “segmentalshift” means the number of symbols (the number of segments) by which thereels 24L, 24C and 24R are rotated before stopped (the actually stoppedpositions are referred to as “stopped positions”) from the symbolpositions (which are referred to as “stopping operation positions”)displayed in display windows 43L, 43C and 43R when the stop buttons 15L,15C and 15R are pressed.

[0161] Then, the CPU 103 controls the motor driving circuit 111 to stopa reel corresponding to a pressed stop button after rotation by adetermined number of segmental shifts (S516).

[0162] Then, the CPU 103 transmits a “reel stop command” indicating thestop of the reel to the sub control circuit 201 (S517). The reel stopcommand includes, as shown in the “reel stop commands” in the gameinformation commands in FIG. 13, a stopping order status (thehow-manieth press the press is) and a stopped reel status (which reel isstopped).

[0163] Then, the CPU 103 determines whether all the reels 24L, 24C and24R are stopped or not (S518). When the answer is “YES,” the processproceeds to S519. When the answer is “NO,” the process returns to S513because there remains a rotating reel(s).

[0164] Then, the CPU 103 executes a winning search (S519). In thewinning search, it is determined whether or not the symbol stoppedmanner corresponds to a win. When the answer is “YES,” the winning flagof the corresponding winning combination is stored in the RAM 105. Morespecifically, the code numbers of symbols on the center line L1 arechecked against the winning combination selecting table stored in theROM 104 for determination.

[0165] It is checked whether the prize flag agrees with the winning flagto determine whether the win is normal or not (S520). When the answer is“NO,” an illegal error is displayed and the execution of the gameprogram is terminated. When the answer is “YES” in S250, the payout ofcoins is performed in accordance with the kind of the verified winningcombination and the game state (S522).

[0166] When the game state is changed at the end of the game, thetransition process is executed (S523). The process is executed when afinal prize in a bonus game is won, or a bonus is internally selected ina game, or the combination of “7-7-7” is stopped on an active line and abonus game is started.

[0167] The kind of the verified winning combination, the game state andthe like are transmitted to the sub control circuit 201 as a “1-gametermination commands” shown in the game information command table inFIG. 13 (S524).

[0168]FIG. 30 illustrates a flowchart of initialization. First, the CPU103 entirely clears the RAM 105 (S530) and then determines whether a keyswitch is on or not (S531). The key switch is used for determiningwhether to perform a parameter changing process for changing pay amountsor changing internal winning probabilities. When the power is turned onwith the key switch turned off, the sub control circuit 201 executes theparameter changing process. When the power is turned on with the keyswitch turned off, the parameter changing process is not performed andinitialization at the start of a game is performed. When the answer is“YES,” a parameter update request command is transmitted to the subcontrol circuit 201 for executing the parameter changing process (S532).Then, it is determined whether the key switch is turned off or not(S533). When the answer is “NO,” an initialization command istransmitted (S537) to return to the main processing. When the answer is“YES,” a key switch off command is transmitted to the sub controlcircuit 201 (S534) to finish the parameter changing process. When theanswer is “NO,” the process skips to S534. Then, it is determinedwhether or not a parameter changing completion command indicating thecompletion of the parameter changing process at the sub control circuit201 is received (S535). When the answer is “YES,” rewiring of payamounts or winning probabilities is executed based on the contents ofthe received command (S536). An initialization command is transmitted(S537) to return to the main flow. When the answer is “NO,” a commandreception is monitored in S535 because update is still performed.

[0169] Now the control operation of the sub CPU 203 in the sub controlcircuit 201 will be described.

[0170]FIG. 31 is a flowchart of interrupt process 1. The interruptprocess 1 is executed every 3 ms. to store commands transmitted from themain control circuit 101 in the sub RAM 205.

[0171] First, the sub CPU 203 checks an input buffer (S600) to determinewhether there is an input signal in the input buffer (S601). When theanswer is “NO,” the process is terminated. When the answer is “YES,” areception flag is tuned on (S602) and the contents of the receivedcommand are set in the RAM 205 (S603) to finish the process. Then, thereceived command is checked to determine whether the received command isan initialization command or not (S604). When the answer is “YES,” aused payout scheme setting and image data based on the scheme arechecked (S605) to display images on the LCDs (S606) and the process isterminated. When the answer is “NO,” the process is terminated.

[0172]FIG. 32 is a flowchart of the main processing in the sub controlcircuit 201. First, the sub CPU 203 checks a reception flag in the subRAM 205 to determine whether or not a parameter change request commandis transmitted from the main control circuit 101 (S620). When the answeris “YES,” the parameter changing process is executed (S621), and theprocess proceeds to S622. When the answer is “NO,” S621 is skipped. Inthe parameter changing process, pay amounts and probabilities can bechanged. The details will be described below.

[0173] Then, it is determined whether or not a start command is received(S622). When the answer is “YES,” a starting display control process isexecuted (S622). In the starting display control process, a BR controlprocess is performed during a BR. The details will be described below.

[0174] Then, it is determined whether or not a reel stop command isreceived (S624). When the answer is “NO,” the process skips S625 andproceeds to S626. When the answer is “YES,” a display control process ata reel stop is executed (S625). The display control process at a reelstop includes a BR occurrence determining process, a stop orderinstruction in a BR and displaying according to the degree of agreementbetween the contents of information and an actual stopping operation.The details will be described below.

[0175] Then, it is determined whether a 1-game termination command isreceived or not (S626). When the answer is “NO,” the process skips S627and returns to S620 to repeat the same processing. When the answer is“YES,” a display control process at the end of a game is executed(S627). The display control process at the end of a game includes aninformational display process and a process of updating the number of BRcontinuations when the game is in a BR round at that time. The detailswill be described below.

[0176] After the completion of S627, the process returns to S620 torepeat the same processing. In this manner, the main processing in thesub control circuit 201 includes separate displaying processesrepeatedly executed on the basis of commands transmitted from the maincontrol circuit 101.

[0177]FIG. 33 is a flowchart of the parameter changing process. First,the CPU 103 displays the support menu screen in FIG. 22A (S540). Thesupport menu includes three modes to select one of the modes. The subCPU 203 determines whether mode 1 is selected or not (S541). When theanswer is “YES,” a payout/probability changing process is executed(S542), and the process proceeds to S547. When the answer is “NO,” it isdetermined whether mode 2 is selected or not (S543). When the answer is“YES,” an ST occurrence probability changing process is performed(S544), and the process proceeds to S547. When the answer is “NO,” it isdetermined whether mode 3 is selected or not (S545). When the answer is“YES,” a setting changing process is performed (S546), and the processproceeds to S547. When the answer is “NO,” no processing in any mode isexecuted, and the process proceeds to S547.

[0178] Then, it is determined whether or not the key switch is turnedoff, that is, whether or not a key switch off command is received fromthe main control circuit 101 (S547). When the answer is “YES,” the payamount data and probability data stored at that time are transmitted asa parameter change completion command to the main control circuit 101(S548). The process quits the support menu and returns toinitialization. When the answer is “NO,” the process returns to S540 torepeat the same processing until a selection of any mode or an operationof the key switch is entered.

[0179]FIG. 35 is a flowchart of the payout/probability changing process.First, the CPU 103 displays the password input screen in FIG. 22B(S550). Then, it is determined whether or not there is an input ofalphabets using the pseudo-keyboard displayed on the screen (S551). Whenthe answer is “YES,” the input alphabets are displayed on an inputalphabet display area in FIG. 22B (turned, however) (S552), and theprocess returns to S551. When the answer is “NO,” it is determinedwhether or not a key “CORRECT” in a right lower portion of thepseudo-keyboard is operated (S553). When the answer is “YES,” thepreviously input alphabets are deleted (S554), and the process returnsto S551.

[0180] When the answer is “NO” in S553, it is determined whether or nota key “END” in a right lower portion of the pseudo-keyboard is operated(S555). When the answer is “YES,” it is determined whether or not theinput and determined password is the correct password (S556). When theanswer is “YES, an input process is executed (S557). When the answer is“NO” in S556, a wrong password is input. The fact that the password isinappropriate is displayed (S559), and the process returns to S550 toprompt for reentry of a password.

[0181] When the answer is “NO” in S555, it is determined whether or nota key “RETURN” in a right lower portion of the password input screen inFIG. 22B is operated (S558). When the answer is “YES,” the processreturns to S540, the starting step of the parameter changing process.When the answer is “NO,” the process returns to S550.

[0182]FIG. 37 is a flowchart of the input process. First, the CPU 103displays the payout scheme setting screen A in FIG. 23 as aninitialization screen (S560). Then, it is determined whether or not ascreen switching button above the payout scheme setting screen isoperated (S561). When the answer is “YES,” a payout scheme settingscreen according to the input operation is displayed (S562), and theprocess returns to S561. When the answer is “NO,” it is determinedwhether or not a decision button displayed in a left lower portion ofthe payout scheme setting screen is pressed (S563). When the answer is“YES,” the payout scheme displayed at that time is stored and retained(S564), and the process returns to the payout/probability changingprocess. When the answer is “NO,” the process returns to S561 to waitfor the next input.

[0183]FIG. 38 is a flowchart of the starting display control process.First, the sub CPU 203 executes the BR occurrence determining process(S660). In the BR occurrence determining process, it is determinedwhether or not to generate a battle rush as a special game. The detailswill be described below. Then, a BR execution process is executed(S680). In the BR execution process, stop order information is givenduring a BR. The details will be described below.

[0184]FIG. 39 is a flowchart of the BR occurrence determining process.First, the sub CPU 203 checks a BR flag stored in the sub RAM 205 todetermine whether a BR game is played or not at that time (S661). Whenthe answer is “YES,” the process returns to the starting display controlprocess. When the answer is “NO,” the table for determining BRoccurrence and the number of BR continuations in FIG. 20 is referred toto determine whether any number of BR continuations is selected or not(S662, 663). When the answer is “NO” (losing), the process returns tothe starting display control process. When the answer is “YES,” the BRflag in the sub RAM 205 is turned on to set the number of continuationsselected in the BR continuation selection (S664). A BR occurrencedisplay is provided (S665), and the process returns to the startingdisplay control process.

[0185]FIG. 40 is a flowchart of the BR execution process. First, the subCPU 203 checks the BR flag and a BR save flag in the sub RAM 205 todetermine whether or not a BR is played at that time or a BR issuspended with the occurrence of a bonus game during the BR (S681). Whenthe answer is “NO,” a BR is not played and the process returns to thestarting display control process. When the answer is “YES,” a receptionflag in the sub RAM 205 is checked to determine whether a bonus winningcombination is internally selected or not (S682). When the answer is“YES,” the BR is suspended and the BR flag in the sub RAM 205 is turnedoff and the BR save flag is turned on (S683) to play the bonus game. Theprocess returns to the starting display control process.

[0186] When the answer is “NO” in S682 and the BR is saved, the BR saveflag in the sub RAM 205 is turned off and the BR flag is turned on torestart the BR (S684). Then, to check whether the BR has been continuedpredetermined times, the number of the BR continuations in the sub RAM205 is checked to determine whether the number of continuations becomes0 or not (S685). When the answer is “YES,” the BR should be ended. TheBR flag is turned off (S686) and the process returns to the startingdisplay control process.

[0187] When the answer is “NO,” the BR game has not been played aspecified number of times. The reception flag in the sub RAM 205 ischecked to determine whether or not “BELL” or “SB” is internallyselected or not in the game (S687). When the answer is “YES,” a selectedstop table type stored in the reception flag in the sub RAM 205 isreferred to to instruct an appropriate stop order (S688), and theprocess returns to the starting display control process. When the answeris “NO,” no information is given and the process returns to the startingdisplay control process.

[0188] Now, a display control process with the stop buttons 15L, 15C and15R operated in a BR will be described. FIG. 41 is a flowchart of adisplay control process at a reel stop. First, the sub CPU 203 checksthe BR flag in the sub RAM 205 to determine whether a BR is played ornot at that time (S700). When the answer is “NO,” the process returns tothe sub main processing. When the answer is “YES,” a stop command in thereception flag in the sub RAM 205 is checked to compare stop order dataand stopped reel data against a used table number data to determinewhether or not the press order is the correct order specified in thestop table (S701). When the answer is “YES,” the fact that the pressorder is correct (S702) is displayed. When the answer is “NO,” the factthat the press order is wrong (S703) is displayed and the processreturns to the sub main flow.

[0189] Now a display control process executed after all the reels 24L,24C and 24R are stopped will be described. FIG. 42 is a flowchart of adisplay control process at the end of a game. First, the sub CPU 203executes an informational display occurrence process to determinewhether or not to generate an informational display of an internalwinning combination (S720). If the game state at that time is a BR, aparameter update process for updating related parameters is executed(S740). When the generation of informational display is determined inthe informational display occurrence process, the display control isexecuted (S760), and the process returns to the sub main process.

[0190]FIG. 43 is a flowchart of the informational display occurrenceprocess. First, the sub CPU 203 checks the reception flag in the sub RAM205 to determine whether or not the game state at that time is a normalgame state (S721). When the answer is “YES,” the informational displayoccurrence table in FIG. 21A is referred to to execute an informationaldisplay occurrence determination (S722). Then, it is determined whetherthere is a win or not (S723). When the answer is “YES,” the display typeselection table in FIG. 21B is referred to to execute a display modedetermination process for determining the mode of informational display(S724). The process returns to the display control process at the end ofa game. When the answer is “NO,” the process returns to the displaycontrol process at the end of a game.

[0191]FIG. 44 is a flowchart of the parameter update process. First, thesub CPU 203 checks the 1-game termination command in the reception flagstored in the sub RAM 205 to determine whether or not the game state atthat time is a bonus game (S741). When the answer is “YES, the game isnot in a BR, and the process returns to the display control process atthe end of a game. When the answer is “NO,” the BR flag stored in thesub RAM 205 is checked to determine whether or not a BR game is playedat that time (S742). When the answer is “NO,” the process returns to thedisplay control process at the end of a game. When the answer is “YES,”the value of a BR continuation counter in the sub RAM 205 is reduced(S743) and the process returns to the display control process at the endof a game.

[0192] The present embodiment has been described with the ST period asan advantageous state for a player. Instead, the above-described AT maybe used, or winning flags of other specific winning combination may beset or internal winning probabilities of winning combination may beincreased for providing an advantageous state to a player.

[0193] In addition to the slot machine in the above-describedembodiment, the present invention is also applicable to pachinkomachines and arcade game machines with electrical displays, and also tohome video game machines which simulate the above-described functions bysoftware.

[0194] The present invention is not restricted to the slot machinedescribed above in which the reels stop by the stop button 15L through15R being operated by the player. That is, the present invention isapplicable to a slot machine for a casino in which the reels stopautomatically after being rotated for a prescribed period of time. Whilethe slot machine adopting mechanical reels is explained in thisembodiment, the present invention can also be applied to a video-typeslot machine.

[0195] The present invention is not restricted to the slot machinedescribed above in which coins, medals and the like are used as gamingmedia. The present invention is also applicable to a gaming machine inwhich tokens or cards are used as the gaming media.

[0196] Additional advantages and modifications will readily occur tothose skilled in the art. Therefore, the invention in its broaderaspects is not limited to the specific details and the representativeembodiment shown and described herein. Accordingly, variousmodifications may be made without departing from the spirit or scope ofthe general inventive concept as defined by the appended claims andtheir equivalents.

What is claimed is:
 1. A gaming machine comprising: variable displayunit for variably displaying a plurality of symbols; a selector forselecting a winning combination; and an electrical display providedabove the variable display unit.
 2. A gaming machine as set forth inclaim 1, further comprising a translucent electrical display provided infront of the variable display unit.
 3. A gaming machine as set forth inclaim 1, further comprising: a game controller for generating a specialgame state which gives an advantage to a player based on a predeterminedcondition; wherein, the translucent electrical display executesshielding control for making at least a part of the variable displayunit invisible to the player during the special game state, based on aprescribed condition.
 4. A gaming machine as set forth in claim 1,wherein the electrical display displays a pay table in which the winningcombination is associated with a predetermined prize to be awarded whenthe winning combination is formed.
 5. A gaming machine as set forth inclaim 4, further comprising a switch for switching the pay table toanother table.
 6. A gaming machine as set forth in claim 1, wherein theelectrical display displays an image for decorating the gaming machine.7. A gaming machine as set forth in claim 3, wherein the translucentelectrical display displays an image according to a game state whileexecuting the shielding control.
 8. A gaming machine as set forth inclaim 3, wherein the translucent electrical display executes theshielding control to indicate an advantageous way of operating thegaming machine to the player.